Tales of Maj'Eyal

Tales of Maj'Eyal

Infinite Dungeon Merchants
43 Comments
EvLSteveDave Nov 25, 2024 @ 7:40pm 
This mod doesn't work anymore :(
Borko-Sama May 3, 2023 @ 5:35pm 
This is exactly what I was lookin for =( one version too late.
Doroti Mar 27, 2023 @ 10:09pm 
Can't say I am really dissappointed xD
I use a bunch of your other mods and they do their job perfectly)

Anyway, thanks for the reply!
AkaviriBlade  [author] Mar 27, 2023 @ 4:29pm 
This mod was an absolute pain in the ass to get working in the first place, so I currently have no plans to update this mod to 1.7 or above anytime soon. If I spend time modding, it will be spent on my main mod 'spell merchants'. This mod was basically a side project because someone requested it. If you really want to play it you can revert to game version 1.6. I'm not saying I will never update it, just I have no plans currently, I'd rather spend the time adding more dungeons to spell merchants. Sorry for the disappointing news.
Doroti Mar 27, 2023 @ 1:56am 
Your mod is based on "newEntity{ base = "BASE_NPC_" (giving new functions to normal npc-s) and that causes the game to not work, as soon as you load into normal locations.
The game will work in intant-dungeons, such as Fearscape, when you start as an awakened demonic worshipper, but will go into black screen the second you decide to load to quagmire with the troll.
Or even the regular floors of the Infinite Dungeon.

The incompatibility lies in "npc-lua files" and "class files". It would be great, if you fixed the mod)
윤슬 Sep 14, 2022 @ 11:05am 
no more update?
AkaviriBlade  [author] Dec 30, 2020 @ 12:52pm 
1.7 isn't currently supported.
dmastuh Dec 30, 2020 @ 12:37pm 
I seem to be unable to start a game with this mod enabled, is this not compatible anymore with 1.7?
八云罪袋 Nov 6, 2020 @ 8:10am 
1.7 BUG emmmmm
Dicleon Oct 27, 2020 @ 1:14pm 
My bad it just wasn't up to date for some reason, no problem once updated!
Dicleon Oct 27, 2020 @ 12:42pm 
With this addon on, there's a graphical glitch on two square sprite, even with no other addon active, the bug is there, why?
herl91 Aug 24, 2020 @ 7:49am 
The orc merchant that sells physics/chemistry does not show the prices for teaching the talents. Other merchants show this before you have the requirements. Is it bugged?
AkaviriBlade  [author] Jul 14, 2020 @ 2:10am 
So in short disable this mod if you want to play the main story... No way around it :black:
AkaviriBlade  [author] Jul 14, 2020 @ 2:03am 
@bearhiderug
You cannot have both mods active!! I added the akaviriblade boss to stop players from continuing a pointless journey in storymode... In order to get this mod to work properly I had to make all factions HOSTILE, or else you would run in to too many friendly characters in the infinite dungeon who would otherwise be hostile. (It was awkward and boring) So if you chose to play the main story with this mod eventually you would run into a hostile faction (who would normally be friendly) which would ruin a playthrough.
Crett Jan 29, 2020 @ 12:39pm 
Is it possible to get annihilator/technomancer/brawler talents in here? I only play Infinite Dungeon nowadays so this mod's my jam now
AkaviriBlade  [author] Dec 9, 2019 @ 2:32pm 
I just released update 1.2.3 All merchants will now be in the neutral faction so they will no longer be hostile towards some races. A new game will need to be started for it to take effect.
Faerwin Dec 9, 2019 @ 1:14pm 
yes, there's a speech bubble that pop but they are always hostile
AkaviriBlade  [author] Dec 9, 2019 @ 1:02pm 
Do they have a speech bubble above them when you first see them?
Faerwin Dec 8, 2019 @ 4:42pm 
I'm not undead
AkaviriBlade  [author] Dec 8, 2019 @ 2:07pm 
Due to their faction they are hostile to undead players
Faerwin Dec 7, 2019 @ 9:38pm 
All npcs are hostile, can't do anything with them
AkaviriBlade  [author] Nov 19, 2019 @ 8:41am 
You should just be able to click the [close] button at the bottom of the lua error popup and continue playing... Anyway the lua error for both the Demonologist & Doombringer dialog is now fixed (update 1.2.2) I also made the Sun Paladin & Zemek stronger so they wont die to mobs as easy.
DJLawLaw Nov 18, 2019 @ 5:19pm 
Lua error: I exited the Demonolgist skill shop, and it happend. Won't let me out.
DJLawLaw Nov 18, 2019 @ 5:18pm 
Lua error: Happend when I exited Demonogoist's skill shop. (can't get a picture because me computer is weird and old)
AkaviriBlade  [author] Nov 16, 2019 @ 4:03pm 
From my little bit of testing unfinished talents seem to work just fine, and I'll look into adding better descriptions for talents.
Redfog Nov 16, 2019 @ 3:57pm 
yeah, i thought it might be something like that, do you know if they function fine except the balance probably being a bit off? and if its less work perhaps just mark them as so instead of removing them. Also a suggestion; What do you think about saying if trees are generic or class on them so if you dont know every tree in the game you dont pick something that sounds good but you cant put any points into
AkaviriBlade  [author] Nov 16, 2019 @ 3:55pm 
I can tell you why, it's because those are unfinished talents that were left in the code... I really should remove those...heh.
Redfog Nov 16, 2019 @ 1:53pm 
Does anyone know why there are skills i dont think are on any classes in the game?, an example is temporal archery in chronomancy that has no icons on its skills and as far as i know is not on any class in the game
AkaviriBlade  [author] Nov 13, 2019 @ 4:18pm 
Demonologist & Doombringer (from Ashes Of Ur'Rok DLC) will now be sold by Zemek. No need to start a new game, update will be seamless.
DJLawLaw Nov 13, 2019 @ 3:44pm 
Alright, so I have noticed that there's no talents beings sold for Ashes Of Ur'Rok.
DJLawLaw Nov 7, 2019 @ 4:59pm 
Now that the sprite bug is fixed, I tried this mod for real (Demon heads instead of decrepit skeletons was annoying) and I like it. However, the merchants sometime spawn:
1. on top of exits
2. In vaults (go look it up on the wiki if you don't know what those are)
3. On top of items.
I tend to teleport the merchants off of the exits/items, but in vaults it's a little hard to get them out.
AkaviriBlade  [author] Oct 25, 2019 @ 10:28am 
The sprite bug should be fixed now, you will need to start a new game for the fix to be applied.
DJLawLaw Oct 24, 2019 @ 3:26pm 
There is a bug, as I played this mod is the Necromancer and all of the skeletons sprites were wrong. Try to fix that.
wooaa Jun 5, 2019 @ 10:18pm 
Looks great! cant wait to give it a shot.
AkaviriBlade  [author] Jun 4, 2019 @ 5:53pm 
@billy_bao
I can agree with that, I was just adding everything that was listed in the talents folder. I wouldn't want players to waste money on such talents. I'll be testing this and removing these in a future update.
AkaviriBlade  [author] Jun 1, 2019 @ 6:27pm 
I just released a quick update that fixed a bug that prevented the imbuing option from working, there is no need to start a new game.
billy_bao Jun 1, 2019 @ 7:56am 
...tentacles, and have mostly unfinished talents. Would you consider removing them from sale to reduce confusion? There may be others, but these are the two In found.
Sorry, I hit submit accidentally on the last comment.
billy_bao Jun 1, 2019 @ 7:54am 
Thanks for making this addon! I've been having a blast with it and I noticed some talent trees on sale that are not fully implemented in the base game. In particular, wild-gift/malleable-body is mostly unimplemented, and demented/writhing-body seems to be an earlier version of demented/
AkaviriBlade  [author] May 30, 2019 @ 1:31pm 
New update 1.1.2 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Zemek will now teach Demented talents, new npc Gurock added to sell Steamtech talents. Some costs have been balanced. DLC is NOT required to play this addon!
AkaviriBlade  [author] May 25, 2019 @ 4:47pm 
@RaMiReS

1. My only concern with adding the tinkerer talents is that it may cause the orcs dlc to be required, I'm not sure though I'll have to test it.

2. Adding more masteries would take a ton of time to do, I would have to add 7 addition lines of code to each of the 185 talents available so that would be 1295 more lines of code...

3. I don't see any of the merchants willing to sell spells to an undead, it just doesn't make sense. I like that they attack on sight (unless you have cloak of deception) maybe I'll add a necromancer or something that would be willing to sell to undeads.

4. I agree it needs balancing.
RaMiReS May 22, 2019 @ 1:44am 
It works perfectly now. and here are some suggestions

1: There are some omitted categories(ex): tinker tree....)

2: Allowing multiple investment on category mastery, at exponential cost
it should be exponential , because the higher raw talent mastery is, each category mastery becomes more worth.

3:Consider Undead players
NPCs become hostile against undead players without The Clock of Deception. It should be fixed

4:Sell generic/class talent points at high cost(1000?)
AkaviriBlade  [author] May 10, 2019 @ 2:58pm 
Major Update: I find shops in ID spawn far too rarely, so I've made it so npc merchants will spawn in ID to sell the spells (since I know how to control how rare they are and how often they spawn, you should run into one about once every 5 levels... although it is completely random.) shops will no longer sell spells... if you can even find them >.>
AkaviriBlade  [author] May 6, 2019 @ 11:30pm 
Steam broke my last version by not letting upload new updates, and since I had more planned for this addon... I had to delete it and reupload :/